Wrap

The user becomes uncontrollable and attacks for 2-5 consecutive turns; the target cannot make attacks of its own during this time, but it may switch out, use items or run away.

Normal

20

15

85%

Generation II

Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.

Normal

20

15

85%

Generation III

Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.

Normal

20

15

85%

Generation IV

Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or it uses U-Turn.

Normal

20

15

85%

Generation V

Traps the target for 4-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch.

Normal

20

15

90%

Generation VI

Traps the target for 4-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch.

Normal

20

15

90%

Generation VII

Traps the target for 4-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch.